Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts
Wednesday, August 7, 2019
Wednesday, February 6, 2019
Map: Castle of Lions grounds
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| Source: Arusian Amateur Cartography Society |
According
to legend, the Castle of Lions either is, or lies on the site of, an
ancient castle from the Arusian warring age. Though the warring age
is itself something of a prehistoric myth on modern Arus, the
castle's remarkably defensible position seems to bear this out:
surrounded by water, mountains, and forest, only the Chayvos Pass in
the southeast allows anything resembling large-scale access from the
ground. The village of Dolce Vita, colloquially simply the Castle
Village, is situated within this pass, and is believed to have
originally been a defensive emplacement. The capital city of Falastol is far to the west of the castle, which is near the eastern border of the Crown Province.
The
castle itself lies relatively near the pass, blocking easy access to
the Meadows of Raimon. These meadows were once cultivated fields,
providing crops to feed both the castle and the village. Wild
descendents of some of these crops still grow among the grass and
flowers of the meadows, most notably kayadruza—wild
sweet corn—a delicacy unique to the castle.
Two
distinct mountain groupings make up the Kyva Mountains. The volcanic
Burning Ridge begins west of the castle, and runs far to the
northeast until meeting the Sea of Savreth. Twelve active volcanoes
are documented within this range, which includes multiple sub-ranges.
The much smaller Thunder Ridge originated as part of the Burning
Ridge, then was cut away from it by the Almer River. Much of this
range's northern face still consists of sheer cliffs rising above the
river valley; it is nearly impassable except at the Valley of Zohar,
a narrow pass that features prominently in local lore.
The
Golden Desert is not truly a desert by definition. It receives
roughly the same precipitation as the surrounding fields, but the
soil is remarkably poor, leading it to fill a similar ecological
niche as true deserts. What happened to the soil is a matter of
debate. Some scholars believe an ancient battle rendered it barren.
More modern scientists find this unlikely, and there is some evidence
of a prehistoric meteorite impact which may have contaminated the
native soil, though this theory has its own problems. Regardless of
its true source, the desert has historically resisted any
encroachment from the neighboring fields.
The
Forest of Altair is an enormous expanse of wilderness, stretching all
the way to the neighboring province of the Seven Isles. Credible
historical sources reference a forest road that once linked the
Castle of Lions with the Seven Isles' royal manor, but this road has
not been used for centuries. Over time, the border of the forest has
encroached further on the castle, though no efforts have been made to
beat back the wilderness.
Lake
Almeria, and the Almer River that feeds it, is a recreational hub for
both the castle and the capital. It also hosts a vibrant
ecosystem, and provides the castle with abundant seafood. It should be
noted this ecosystem is a relatively recent development in the
region's history, and not the only one…
In
the roughly five and a half centuries since the War of Golden
Revival, the environment around the Castle of Lions has undergone
peculiar changes; though the war had lingering effects across much of
Arus, the castle seems to be the epicenter of the strangest. The
storms of Thunder Ridge, already notable enough to name the region,
intensified to a nearly constant state. Mount Kolipat in the Burning
Ridge, thought long extinct, became active again, as well as forming
a lava lake that has persisted since. The Forest of Altair became
inhabited by vicious new predators known as banewolves; these
creatures so readily preyed on travelers and hunters that the forest
was deemed sacred and off limits. The Golden Desert has been slowly
but steadily expanding. Perhaps the strangest of all, Lake Almeria
has shifted from salt to fresh water, despite no change in the local
water cycle which could account for the transition.
Though
these remarkable changes have mystified scientists and caused great
concern among religious authorities, the royal family has shown
little distress. What is certain is that it all adds to the castle's
ancient mystique, and thus, indirectly, that of the Crown.
Wednesday, January 9, 2019
Starmap - Points of Interest, Genesis
Thursday, December 27, 2018
Starmap - Alliance, Current (2416)
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| Planets of primary military, political, and/or cultural importance labeled. Alliance territory shaded in blue. Sector administrative capitals displayed as stars. |
The
Alliance's official star maps are centered around a swath of the
Orion Spur known as the Interior Expanse. This ragged quasi-circular
region extends from between roughly 600 to 900 light years from the
original Glis homeworld of Gliris, and represents the area of space
the Glis had explored and mapped at their empire's height. The space
beyond the Interior Expanse is broadly known as the Outer Reaches.
Common
misconception often designates the Interior Expanse as "Alliance
Space," which is wholly incorrect. Officially, the Alliance does
not in fact claim any space as a collective. Combining the claimed
territory of Alliance planets results in what is colloquially termed
Alliance space, a band that runs across the breadth of the Expanse,
beginning and ending a short distance into the Outer Reaches on each
side; this area follows the border of the Fourth Kingdom
Incursion Zone, narrows significantly, then runs along the flank of
the Ninth Kingdom Incursion Zone. There are a few Alliance planets on
the other side of the Fourth's territory, and a few scattered
throughout the rest of the Expanse, but much of the Expanse is mapped
and nothing more.
Another
common misconception is that either Alliance space or the Interior
Expanse as a whole is fully explored. The Glis maps are nearly 30,000
years old, and while useful for navigation they are woefully outdated
when it comes to determining what civilizations might exist elsewhere
in the Expanse. Even within the territory the Alliance nominally
controls, nebulae and other interstellar obstacles prevent a full and
comprehensive exploration. Though the Alliance believes it has at
least made contact with all starfaring races in its territory, new
discoveries are a regular occurrence.
Earth
itself lies some 13 light years deep within the Outer Reaches. Prior
to the Alliance's formation, space around Earth had been mapped in
three concentric circles: the innermost circle was divided into five
sectors, extending 100 light years out from the planet. A second 100
light year zone outside the Five Sectors was known as the Rim, while
everything outside the Rim was simply termed Deep Space. Much of this
framework remains on Alliance maps; the Five Sectors exist as
administrative districts, while the Rim is used as a regional name
for the part of the Outer Reaches it overlapped with.
Alliance
intelligence on Drule holdings is limited. Analysts believe there to be other Drule incursion/colonization
zones beyond known occupied space. At the very least, the Tenth
Kingdom is estimated to have a roughly 95% probability of holding Milky Way territory,
owing largely to the fact that the Hydrans were once Tenth Kingdom
colonists. Additionally, the border between the Fourth Kingdom
Incursion Zone and Sixth Kingdom Colonization Zone is known to shift
regularly; this map represents its most recent confirmed state.
No
Man's Land is the buffer zone established with the Fourth Kingdom by
the Treaty of Kandaloth. This 15 light year band extends around the
Fourth Kingdom Incursion Zone from the edge of the Interior Expanse
until reaching the Sixth Kingdom Colonization Zone. Hydros and Kolair
were grandfathered into this buffer, as the Fourth Kingdom refused to
acknowledge either planet as being unquestioned Alliance holdings;
beyond those systems, no colonization is permitted, and both factions
patrol heavily with unarmed craft to ensure no enemy warships violate
the buffer.
A
final cartographic feature of particular note is the Vex-Cha
Confederacy, a large mercantile alliance nearly opposite the Five
Sectors. The relationship between the Alliance and the Vex-Cha is
warily cordial; both factions are very well aware the Alliance
provides them a de facto bulwark against the Drules. In response the
Vex-Cha often grant Alliance traders discounts on military equipment,
though neither side officially recognizes this deal.
Historical Overview: Galaxy Alliance
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| Starmap: Historical Context, Alliance of Five Powers |
The
Galaxy Alliance, at its heart, is a mutual defense pact between
native civilizations of the Orion Spur to resist the onslaught of the
Drule Supremacy, particularly the Fourth Kingdom. It was formed from
the merger of two other alliances: the Alliance of Five Powers, a
military alliance forged by survivors of Drule attacks, and the
United Alliance, a government designed to keep its own race's warlike
tendencies in check. The original six races were the Glis, the
Hydrans, the Kolaliri, the Biboh, the Quasnot, and the Earthlings.
Glis*:
The regal, mouselike Glis are an ancient race, whose original
empire had risen and fallen before most of the other founding races
had a civilization. At their height they explored vast stretches of the
Orion Spur, providing the basis for the navigational charts the
Alliance still uses today. But the Glis Empire became decadent and
shortsighted, and collapsed into internal warfare as thousands of
merchant-warlords began squabbling for power. A rump state called the
Glis Remnant eventually formed, its perceived weakness forcing it to
be far more militaristic than its predecessor. It was this warlike
remnant that was overrun by the Fourth Kingdom, but several of the
strongest enclaves were able to evacuate. From that point on Glis
civilization consisted of little more than large military convoys
bent on vengeance, shadowing the Drule advance; they were the driving
force behind the Alliance of Five Powers.
Hydrans:
A navigational error led an unsupported Drule colony ship to
become stranded over an inhospitable world they named Hydros, or
'Crucible'. Forced to go back to basics to survive and build a
civilization, the Hydrans developed a new humility and a very
different spirituality than their ancestors. Those ancestors were not
impressed when they rediscovered their lost kin. Having retained
their cultural emphasis on strength and discipline, as well as great
knowledge of Drule tactics, the Hydrans were able to resist conquest
or destruction easily enough. They were, however, pinned down on
Hydros, with no ability to break free of the endless siege until a
Glis convoy arrived.
Kolaliri:
The Kolaliri, pale bipedal creatures with crystalline bones, have
always been somewhat reluctant allies. They held a small empire until
the Fourth Kingdom arrived; believing themselves to be greater than
any other race, they had no real cultural capacity for dealing with
adversity, making their early setbacks unrecoverable. After losing
the bulk of their territory, they learned just enough humility to
accept some other races as "also superior"—a designation
gifted mostly to those they find useful. First among these were the
Glis and the Hydrans, who aided their last stand on their
capital of Kolair and thus earned their grudging respect.
Biboh:
Resembling long, flexible sticks with near-vestigial limbs, the
Biboh are believed to have been genetically engineered to serve
aboard spacecraft. Whatever race created them is long since lost to
time. Alone among the AFP, they were not a warlike society; tribes of
Biboh wandered space as merchants and entertainers. When they found
more and more of their usual planetary stops conquered by a race with
no interest in peaceful overtures, they retreated to their few fixed
supply outposts. There the Fourth Kingdom found and routed them. The
survivors regrouped and fled, soon reaching the Quasnot homeworld of
Quariot.
Quasnot:
The Quasnot are huge, flightless avians, technologically
primitive but socially and culturally complex. Like the Biboh they
lived in a tribal society, but theirs was heavily centered on
ritualized intimidation and honor duels. They had no form of
spaceflight when the Biboh arrived, bearing dire warnings of alien
invaders and offering to evacuate their planet. The Quasnot chose
instead to fight. When the Glis-Hydran-Kolaliri coalition arrived
they would become, in essence, the shock troops of the AFP, with
contingents of Quasnot warriors being used as boarding parties
against Drule vessels. Quariot itself became the capital and primary
staging point for the AFP for over a century, as the Fourth Kingdom
slightly changed the direction of its main thrust and ended up
missing the planet.
Earthlings**:
These clever bipedal primates were less than two centuries into
their starfaring when they encountered the Drule juggernaut. Had the
AFP not intervened, they would have met the same fate as so many
other young interstellar civilizations before them. But the
Earthlings were in the right place at the right time, and quickly
proved to also be the right people: as a particularly fractious race
not long removed from their latest internal conflicts, they had
skills in mediation and diplomacy that the often-quarrelsome AFP
sorely needed. Just as importantly, they had a sprawling network of
colonies, offering an established administrative structure and vast
resources. The Earthling government, the United Alliance, would
become the bureaucratic framework the Galaxy Alliance was built upon.
After
its founding, the GA would see success against the Fourth Kingdom and
gain a large new membership, ultimately becoming a worthy enough foe
for the Supremacy Council to engage in diplomacy. As the foremost
native power of the Orion Spur, the GA quickly evolved into a
formidable force for exploration, research, and trade, moving far
beyond its original desperate roots. A future report will go into
more depth on these topics.
*Contemporary
records from the GA's founding sometimes refer to the Glis as the
Glirians, owing to early translation errors. Glirian is a Glis word
for 'survivor' or 'avenger', and while they frequently use it to
describe themselves it is not the name of their race.
**Earthling
is the official demonym for interstellar communication, but
Earthlings rarely use it among themselves; 'human' is the most common domestic term.
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